# CreateColRectangle

This function creates a collision rectangle. This is a shape that has a position and a width and a depth. See Rectangle for a definition of a rectangle. XY marks on the south west corner of the colshape.

 [[{{{image}}}|link=]] Tip: To visualize a colshape when writing scripts, use the client console command showcol
 [[{{{image}}}|link=]] Note: Attaching a rectangle colshape to another element may give unexpected results as the origin is not at the rectangle centre. Try using a collision circle for attaching instead

## Syntax

```colshape createColRectangle ( float fX, float fY, float fWidth, float fHeight )
```

OOP Syntax Help! I don't understand this!

Method: ColShape.Rectangle(...)

### Required Arguments

• fX: The X position of the collision rectangle's west side
• fY: The Y position of the collision rectangle's south side
• fWidth: The collision rectangle's width
• fHeight: The collision rectangle's height

### Returns

Returns a colshape element if successful, false if invalid arguments were passed to the function.

## Example

Click to collapse [-]
Server

This example displays a chat message when a player enters the colshape and allows the colshape to be created using a console function set_zone.

```theZone = false

function shapeHit ( thePlayer )
outputChatBox ( getPlayerName ( thePlayer ) .. " is in the zone!" ) -- display a message in everyone's chat box
end

function setZone ( playerSource, commandName, fX, fY )
if ( fY and fX ) then -- check we've got the 2 args we need
local tempCol = createColRectangle ( fX, fY, 10.0, 10.0 ) -- create a col
if ( tempCol == false ) then -- did the col get created successfully?
outputConsole ( "Syntax is: set_zone <X> <Y>" ) -- inform the user what the valid syntax is
else
if ( theZone ~= false ) then -- did we already have a zone?
destroyElement ( theZone ) -- if so, destroy it
else
addEventHandler ( "onColShapeHit", theZone, shapeHit ) -- add a handler for the onColShapeHit event
end
theZone = tempCol -- and store the new zone we've made
outputChatBox ( "Zone has moved!" ) -- and tell everyone
end
end
end
addCommandHandler ( "set_zone", setZone ) -- add a console function called set_zone that will trigger the function setZone
```